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Sir Mercurial

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A member registered Jun 27, 2023 · View creator page →

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I particularly enjoyed this concept! I can imagine this game scaling well as the "developer" starts implementing more game mechanics like enemies, moving platforms, or powerups that all need to be handled, like Papers Please. The drag and drop works well, but if we're following a grid it might behoove to have some snapping in place.

Not only is the role reversal an interesting one, but the gameplay is a unique and engaging experience. It takes a good combination of clever use of the note markers and memory to complete each level. The artistic direction is splendid and executed very well throughout the game in its UI, character design, and level environment. I'm curious how else you might push this game, since it might lose its novelty after just a couple of levels. Otherwise, this is a very well done game that looks and plays beautifully.

The snakes were pretty fun to watch slither around! Feeding them food to watch them catch their own tails was a delightfully devilish experience. It was just a little slow dashing around to create enough food for the snakes to eventually become long enough to have them bump into their tails.

An interesting approach on flipping tic tac toe's rules. Sliding the board around and gradually filling it in while only being able to choose inside the displayed grid is a rather novel idea. I wish the program that chose where to place the X's or O's would try to win the game rather than simply placing them down at random.

The rhythm game aspect of this project is solid. The music is a lot of fun to listen to and the rests in the notes gives a nice break to not only rest the fingers but to also appreciate all the adorable slimes that have accumulated and groovin' to the beat. The biggest gripe I have is that if you don't make any mistakes, it's just a rhythm game. It is interesting that when you make a mistake on a certain color, it kills a slime of that color and works like it would in Zuma, where any connecting of the same color are too. That being said, seeing how the slimes are a method of keeping score it would be nice to see how that could be pushed further, seeing how much screen real-estate they take up. 

The punk rock counter culture look is something we don't get to see too often. And the idea that there's a band trying to be as off beat (literally) as possible is really something quite special. The options to include a metronome and always show the beat marker are nice tools to start with, which I eventually turned off when I got the hang of it. I was somewhat surprised to hear my offbeat music was pretty good! A nice increase in difficulty might be increasing the rate at which band members' rhythmic parameter increments, forcing fewer mistakes and more actively pressing the buttons for each band member.

I quite enjoyed this infinite runner. Distinguishing the different types of moving platforms made it easy to quickly understand how I needed to navigate the next section of the level. The dinosaur obstacles were a nice inclusion to the overall difficulty, but sometimes I feel like I didn't have enough time to anticipate where they would be. The meat powerup was a nice second chance if I got it. What if some platforms needed to be moved into starting position first so that Hugo could walk onto them at all?

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This game looks and performs phenomenally. The overall presentation, from the intro comic to the way each new run starts and the level transitions, is masterfully done. The addition of different types of enemies and level obstacles creates a steady difficulty scaling. The sound design of the bullet whizzing past as it moves faster added a lot to the enjoyment of moving it around the screen. I could see this game having a different game mode where instead of playing out like a marathon, you'd have time-attack or precision levels.

The slime animations and jump trail are a nice touch of juice. The method of jumping around feels fun as well. Considering you were working under and even tighter time frame than normal, I'd say this turned out well!

Choosing which pieces to deploy and when ended up being an interesting puzzle to solve! I also liked the gradual introduction of different pieces, which added more complexity and decisions to each level. While certain areas may be a little rough around the edges, it does a very good job of conveying the game's idea and potential.

While the project was ambitious and there were bugs, I believe this game is an incredible, smashing success. The artistic direction throughout the entire game is phenomenal. I love how you went about creating sentences with the three parts. I'm very curious to see how you'd convince an AI on choosing the wrong person. I'd be very happy to see this fleshed out!

This is a wonderful little platformer. The cute, paper cut-out style artwork matches very well with the tone. The little squash and stretch animations on the duck jumping add a lot of appeal.

I love the way this dog looks and moves so, so much! This looks like it would be a delightful experience (Paws and Unpaws), but unfortunately the UI issues prevents me from playing all that much. I would like to see how this game gets updated and fixed in the future.

I really enjoyed having multiple monsters working together in order to stop the adventurer by utilizing their unique movement and attacks. The adventurer navigating the level was very well done! The arrow piercing was an interesting challenge to overcome with the three zombie level especially. I'd be very curious to see how different monsters might behave to stop more adventurers. What if there were multiple adventurers that needed to be stopped simultaneously?

Having the fly dragging frogs around by their tongue is a really cute idea which turned out to be a fun and engaging challenge. The storybook style approach to the artwork is handled rather well and is not seen all too often. I'm very impressed by your game engine and was inclined to try and edit the level myself to create a new challenge for myself.

The artwork featured in this game is truly splendid. There's charm and appeal in the robot's animations and the limited color palette is used masterfully to convey the level's environment. I can't help but feel bad for squishing the happy little fella. I would have liked to see more response for stopping the robot, like a juicy explosion animation seen in Mega Man. Beyond a few physics issues with the platforms and crushers, I quite enjoyed this game!

Solid game mechanic and artistic direction. This would rock as a mobile game, not only in its orientation, but for the haptic control of dragging, holding, and tapping the screen. I wonder what a multi-ball powerup would like, needing to control several balls at once?

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What a delight! Controlling the slime and dodging heroes feels very good. The catharsis of taking out all those goons trying to get you is highly satisfying. And of course the art and music are stunning. I wonder if there would be other stages or monsters seeking the shards of the ancient Hero's Sword?

The simplicity of this flip lends to its genius. It brings a whole new perspective that we rarely see in games. With a little refinement and time, this game could really stand out among the rest.

Once I started looking at the drunk guy's gun to see what direction it was facing, it clicked. Piloting the bullet and seeing the JoJo's *Menacing* as I flew towards my target was exhilarating and fun. The concept is really cool and believe it can be pushed further, like what if you could shoot multiple bullets at once and cycle between them to orient several bullets towards a target?

Interesting premise flip. It was a lot of fun watching the ball bounce around quickly. I didn't manage to get every last block since I left one in the middle and couldn't align it against the wall where the ball was bouncing.

I almost feel ashamed for so callously abandoning my fellow egg friends. I think I managed to be the last one alive since the snake ate 10 of the others. The use of sound does a very good job of instilling horror.

I finished all the levels! Creating a safe path and watching the adventurer navigate through was fun. I'd love to see this get some more features and refinement, like traps to avoid or health pickups.

This is ripe with potential. Dealing with your previous actions could have a lot of symbolic meaning. After playing a couple rounds, I realized I could manage to stand completely still as the player and kill the boss without getting hit. This made the boss section trivial as the target I had created was very easy. Perhaps if the boss was better at forcing the player to dodge its own attacks, it would make both fights feel much more engaging.

A thoroughly solid gameplay experience. Balancing the risk over reward is a thoughtful and rewarding decision that requires careful consideration. The minimalist artistic direction serves this game well and the little animations on the board and enemies add lots of life. The enemy designs clearly signify their movement behavior after a little experimentation. This was a delight to play!

Thank you! (Lizards are cool)
Adding in choices was something I had planned on, but didn't quite get around to it in the time period sadly. It's definitely something I'd want to continue working on in the future.

Unfortunately that's about as far as I was able to make the level before needing to submit it! lol Thank you for the kind words on the art~ It's definitely something I'd want to continue working on.

The artistic direction and execution of this game is outstanding. The puzzles were engaging and unraveling the loop's secrets was highly rewarding. The multiple instances was communicated very effectively and succinctly in the tutorial. The imagery and tone paint a beautiful picture of our NPC's dreary life and environment. In love with this game!

I LOVED the intro cutscene. I read your game page and saw that I was supposed to figure out what the buttons do, and I'm glad I didn't spoil it for myself. There's something particularly charming about the relatively clunky controls, knowing that I'm playing as a cow in a UFO. Figuring out what the buttons did to pilot the ship was a very satisfying experience. The cows will have their revenge!

The monster party system has potential to be a particularly engaging one. I was immediately contemplating what other effective parties I could put together by combining skeletons, goblins, and golems. Having a group of monsters sitting around and waiting for a hero to fight them introduces opportunities for some excellent meta-humor.

The chest animation and attacks have a lot of charm and character. The environment and level design feels polished and considered. I found myself frequently berating Keith as I watched him slay my chest brethren mercilessly! Unfortunately, there were serious performance issues for me running this game resulting in a slideshow and detracted heavily from the overall experience. Otherwise, solid game idea I'd be interested in seeing more.

I actually really dig this as a game concept. It reminds me of multi-ball rewards on pinball machines, where you'd need to keep track of multiple moving objects bouncing around. I haven't seen too many people make a game around specific game components, so kudos!

Reading your page, this concept seems really cool! Distracting guards to aid your spy ally is a super fun idea. The story you set up has me genuinely interested in seeing how this plays out. It's too bad it can't be played in its current state, but it's something I would certainly want to try playing! I wonder what else you could do as a camera operator to help a spy?